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0.0.1 ... main

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updates
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2 changed files with 174 additions and 323 deletions

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README.md
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@@ -3,182 +3,9 @@ currently a wip please check back
My game engine built in C with Raylib :3 My game engine built in C with Raylib :3
CHANGELOG BELOW RAYLIB IS A DEPENDENCY
i kinda messed up at the start :/ CHANGELOG IN WIKI, FIRST PRERELEASE OUT NOW!!!!!!!!!!!
| This is my personal project along with my game I am making, "Love Of The Sun" under my lunar archive series.
I am also devolping RPE (Rams Photo Editor) which is also in Raylib.
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PRERELASE: 0.0.1
ADD/CHANGE LOG:
*ADDED >struct PlayerStat >> can define Health, Player Damage, Defense
*ADDED >Struct Player >> defined as a barebone rectangle
*ADDED > typedef float Moral
*ADDED > typedef int Level
*ADDED > typedef float XP
*ADDED > typedef float Money
*ADDED > typedef struct PlayerData >>
added under PlayerData:
float Speed,
float SprintSpeed,
float CrawlSpeed,
float CrouchSpeed,
float JumpHeight,
//--
Player status effects
--//
typedef bool IsStanding; //is the player standing
typedef bool IsCrouching; //is the player crouched
typedef bool IsCrawling; //is the player crawling
typedef bool IsWet; //is the player Wet
typedef bool IsDry; //Is the player dry
typedef bool IsBurning; //is the player burning
typedef bool Isinteracting; //is the player interacting with something
typedef bool IsBleeding; //is the player bleeding?
typedef float BurnDamage; //Amount of damage burning inflicts
typedef int BurnTime; PART A FOR BURNING CALC
typedef int BurnTick; PART B FOR BURNING CALC
typedef bool OnFire; PART C FOR BURNIGN CALC
typedef float BleedDamage; //Damage inflicted when bleeding
typedef int BleedTick; //how long bleeding will last
typedef float FreezeDamage; //Freezing damage
typedef int FreezeTime; //how long till you freeze
typedef bool IsBagOpen; //is the bag/inv open
//-- ITEM ID --\\\
typedef struct ItemID
int IDNUMBER; //id number for an item
int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
//--- PLAYERLIMBS --\\\
float HeadHP; //player Head limb health
float TorsoHP; //Player Torso Health
float ArmRightHP; //Player Arm Right Health
float ArmLeftHP; //Player Arm Left Health
float PelvisHP; //Player Pelvis Health
float LegLeftHP; //Player Leg Left health
float LegRightHP; //Player Leg Right Health
//--- EnemyPosition --\\\
int x; //Enemy x pos
int y; //Enemy y Pos
int width; //Enemy width
int height; //Enemy Height;
//--- ENEMYSTAT ---\\\
float Health; //amount of health enemy has / health stat / hp
float Attack; //Amount of damage the enemy does
float Defense; //Amount of damage resisted
float Speed; //Enemy movement speed
float XpDropped; //Xp dropped on death
//----\\
Typedef bool CanBurn; //Can the enemy burn player or objects
typedef bool CanBleed; //can the enemy inflict bleeding
typedef bool CanWet; //Can the enemy make things wet...
typedef bool IsRendered; //is enemy rendered
typedef bool IsHit; //is enemy hit
//--- OBJECT STATUS ---\\\
typedef bool IsLiquid; //is object a liquid
typedef bool IsSolid; //is object a solid
typedef bool IsAir; //is object air/can phase through
typedef bool IsHot; //is object able inflict burn damage
typedef bool IsCold; //is Object cold
typedef bool IsWet; //is object wet
typedef bool IsDry; //is object dry, for what ever purpose
typedef bool IsSharp; //is object able to inflict bleed
typedef bool IsMoving; //is object moving

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@@ -1,12 +1,26 @@
// all code was and has been written by hand by RamMunchingDev, 0 use of AI was used in the code so worry not. AI belongs no where in coding
// This is (pre)release 0.0.1, many things will be altered, my typedefs will be put into a struct for ease of use while some may not, IE burn damage
// This is because a function would be to annoying to make with BurnTick and such so I will make a example for damaging
// even such I will move burn status to a struct and you will need to define your own functions because im still learning how to do that sorry
// please be kind this is my first lib
//FUNCTIONS WILL BE ADDED CURRENTLY IT IS JUST TYPEDEF AND STRUCT, I WILL BE FIXING THAT IM JUST LEARNING HOW TO DO FUNCTIONS
//thats all.
//May 8th 2026 as of this file update
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include <stdbool.h> //removed Raymath of now and replaced it with bool so people do not need to include themselves
#ifndef RAMENG_H #ifndef RAMENG_H
#define RAMENG_H #define RAMENG_H
//------------------------------------------------------------------------------------------------------
//player info-stats-limbs-data-Inv //player info-stats-limbs-data-Inv
//player data for storage ⌄⌄ //player data for storage ⌄⌄
typedef struct Player { //------------------------------------------------------------------------------------------------------
typedef struct Player { //glorrified rectangle btw
int x; //Player X Pos int x; //Player X Pos
int y; //Player y Pos int y; //Player y Pos
int width; //Player Width int width; //Player Width
@@ -14,21 +28,24 @@ typedef struct Player {
} Player; } Player;
typedef struct PlayerStat { typedef struct PlayerStat {
//-- //------------------------------
//player basic stats //player basic stats
//-- //------------------------------
float Health; //Player Health stat float Health; //Player Health stat
int Attack; //Player Attack stat int Attack; //Player Attack stat
int Defense; //Player defense stat int Defense; //Player defense stat
float Money; //Amount of money
} PlayerStat; } PlayerStat;
typedef float Moral; //player Moral stat/sanity typedef struct PlayerLevel {
typedef int Level; //Player Leveling stats / Player Level stat float Moral; //player Moral stat/sanity
typedef float XP; //points earned towards level // Player XP total int Level; //Player Leveling stats / Player Level stat
typedef float Money; //Amount of money float XP; //points earned towards level // Player XP total
} PlayerLevel;
typedef struct PlayerData { //------------------------------------------------------------------------------------------------------
//player movement //player movement
//------------------------------------------------------------------------------------------------------
typedef struct PlayerData {
float Speed; //Player Speed Stat float Speed; //Player Speed Stat
float SprintSpeed; //Speed the player sprints duh float SprintSpeed; //Speed the player sprints duh
float CrawlSpeed; //Speed while crawling float CrawlSpeed; //Speed while crawling
@@ -36,43 +53,52 @@ typedef struct PlayerData {
float JumpHeight; //Player jump height float JumpHeight; //Player jump height
} PlayerData; } PlayerData;
//-- //------------------------------------------------------------------------------------------------------
// Player status effects // Player status effects
//-- //------------------------------------------------------------------------------------------------------
typedef bool IsStanding; //is the player standing typedef struct PlayerStatus {
typedef bool IsCrouching; //is the player crouched bool IsStanding; //is the player standing
typedef bool IsCrawling; //is the player crawling bool IsCrouching; //is the player crouched
typedef bool IsWet; //is the player Wet bool IsCrawling; //is the player crawling
typedef bool IsDry; //Is the player dry bool IsWet; //is the player Wet
typedef bool IsBurning; //is the player burning bool IsDry; //Is the player dry
typedef bool Isinteracting; //is the player interacting with something bool IsBurning; //is the player burning
typedef bool IsBleeding; //is the player bleeding? bool Isinteracting; //is the player interacting with something
typedef bool IsBagOpen; //is the bag/inv open bool IsBleeding; //is the player bleeding?
//-- } PlayerStatus;
//Bag
//--
typedef int BagSlotCount; //amount of slots in bag/inv
//---------------------------------------------------------------------
//Bag WIP
//---------------------------------------------------------------------
typedef int BagSlotCount; //amount of slots in bag/inv
typedef bool IsBagOpen; //is the bag/inv open
//---------------------------------------------------------------------
//ITEM ID IS WIP
//---------------------------------------------------------------------
typedef struct ItemID { typedef struct ItemID {
int IDNUMBER; //id number for an item int IDNUMBER; //id number for an item
int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
} ItemID; } ItemID;
typedef int ItemSlot; //the slot of which an item is under typedef int ItemSlot; //the slot of which an item is under
//-----------------------------------------------------------------------------------------------------
//Will be put under a struct "Inflicts"
//------------------------------------------------------------------------------------------------------
typedef float BurnDamage; //Amount of damage burning inflicts typedef float BurnDamage; //Amount of damage burning inflicts
typedef int BurnTime; //how long burning will last typedef int BurnTime; //how long burning will last
typedef int BurnTick; typedef int BurnTick; //how many ticks should go by for the damage
typedef bool OnFire; typedef bool OnFire; //is the player on fire?
//---------------
//--
typedef float BleedDamage; //Damage inflicted when bleeding typedef float BleedDamage; //Damage inflicted when bleeding
typedef int BleedTick; //how long bleeding will last typedef int BleedTick; //how long bleeding will last
//-- //---------------
typedef float FreezeDamage; //Freezing damage typedef float FreezeDamage; //Freezing damage
typedef int FreezeTime; //how long till you freeze typedef int FreezeTime; //how long till you freeze
//------------------------------------------------------------------------------------------------------
//PLAYER LIMB HEALTH
//------------------------------------------------------------------------------------------------------
typedef struct PlayerLimb { typedef struct PlayerLimb {
float HeadHP; //player Head limb health float HeadHP; //player Head limb health
float TorsoHP; //Player Torso Health float TorsoHP; //Player Torso Health
@@ -83,8 +109,10 @@ typedef struct PlayerLimb {
float LegRightHP; //Player Leg Right Health float LegRightHP; //Player Leg Right Health
} PlayerLimb; } PlayerLimb;
//player data for storage ^^ //player data for storage ^^
//-----------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------------------
//Enemy data //Enemy data
//------------------------------------------------------------------------------------------------------
typedef struct EnemyPosition { typedef struct EnemyPosition {
int x; //Enemy x pos int x; //Enemy x pos
int y; //Enemy y Pos int y; //Enemy y Pos
@@ -106,11 +134,9 @@ typedef bool CanWet; //Can the enemy make things wet...
typedef bool IsRendered; //is enemy rendered typedef bool IsRendered; //is enemy rendered
typedef bool IsHit; //is enemy hit typedef bool IsHit; //is enemy hit
//----------------------------------------------------------------- //------------------------------------------------------------------------------------------------------
//Define states //Define states
//----------------------------------------------------------------- //------------------------------------------------------------------------------------------------------
typedef bool IsLiquid; //is object a liquid typedef bool IsLiquid; //is object a liquid
typedef bool IsSolid; //is object a solid typedef bool IsSolid; //is object a solid
typedef bool IsAir; //is object air/can phase through typedef bool IsAir; //is object air/can phase through
@@ -123,13 +149,11 @@ typedef bool IsMoving; //is object moving
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
//Npc interactions //Npc interactions
//--------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
typedef struct Shop {
bool IsShop; //is it a shop? //add shop here, old shop lowkey ass
bool IsShopOpen; //is the shop open?
//set your own items idk anymore
} Shop;
//-------------------------------------------------------------------------------- //--------------------------------------------------------------------------------
//object interactions //object interactions (put in a struct)
//-------------------------------------------------------------------------------- //--------------------------------------------------------------------------------
typedef bool IsObjectHit; //is object hit typedef bool IsObjectHit; //is object hit
typedef bool IsObjectDestroyed; //is object destroyed typedef bool IsObjectDestroyed; //is object destroyed